This article explores the boundary between the world of simulation games (referred to as « serious games »), and work. Our interest was in examining a helicopter simulator integrated game used to train 350 managers per year. This qualitative research, based on the theoretical and methodological framework of the psychosociology of work, aims at understanding the perception which professionals, namely managers, have, of the device and its environment, as well as the way they
[...]
Keywords : game, exercise, serious game, training, playful attitude
Abstract This study explores a novel way for analyzing tournament structures. Our goal is to find the best suitable tournament under considered purposes. Aside from the number of matches, we address on two other important aspects: competitiveness development and ranking precision. Competitiveness development emphasizes the importance participants’ motivation in every match while keeping the matches exciting throughout the tournament. Ranking precision reflects the convincement of tour
[...]
Summary. – This study addresses the issue of the appropriation of the Serious Game as technical object, by offering a model identifying a set of accompaniments to promote such a process. This model, called RDU, presents three main types of accompaniments: Realization, Dissemination and Use. Together, they comprise fifteen types of distinct accompaniments. The purpose of this study, after describing its development, is to experience on the field this RDU model applied to the Serious Games.
[...]
Keywords : Accompaniment, Appropriation, Ecosystem, Education, School, Serious Game, Model
October 13, 2016, an important date in the world of gaming: the launch of Playstation VR (Virtual Reality) for Sony's console. What potential for Serious Gaming? That's what we wanted to test out, starting with the “Playstation VR Worlds” compilation, in particular the title “Ocean Descent”, which invites us to explore the ocean depths...
This first of January 2017 was the occasion for Ludoscience to test the Playstation VR. Here's a look back at our observations and experiences with various titles associated with this technology. First of all, we tested the “Playstation VR Worlds” compilation and in particular the title: “Ocean Descent”, which invites us to visit the ocean depths. Protected by a cage, you descend little by little into the depths, contemplating the aquatic landscapes. Right from
[...]
Keywords : Video game, Virtual Reality, Playstation VR, Helmet, VR Helmet, Vertigo, Motion Sickness, Nausea
This first of January 2017 was an opportunity to test Playstation VR at Ludoscience.Here's a look back at our observations and experiences with various titles associated with this technology.First of all, we tested the “Playstation VR Worlds” compilation and in particular the title: “Ocean Descent”, which invites us to visit the ocean depths. Protected by a cage, you descend little by little into the depths, contemplating the aquatic landscapes. Right from the start, you'
[...]
Keywords : Virtual Reality, Body, Video game, Serious game, Evaluation, Learning, Emotions, VR Helmet
Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
[...]
Keywords : Serious game, Health, Health game, Healthcare
This article presents a state of the art on the link between serious games and psychological variables and their influence on social outcome. Thus, it puts into perspective different research on games and their evolution in the work world, analyzes their impact on job seekers’s learning and behavior, before highlighting the serious game catalytic effects in professional insertion and training. The research perspectives induced by this article are the job search’s gamification and the
[...]
Keywords : Serious game, Insertion, Dispositional variables, Counseling
Abstract—Serious games constitute actually a recent and attractive way supposed to replace the classical boring courses. However, the choice of the adapted serious game to a specific learning environment remains a challenging task that makes teachers unwilling to adopt this concept. To fill this gap, we present, in this paper, a multi-agent-based simulator allowing to predict the impact of a serious game integration in a learning environment given several game and players characteristics.
[...]
Keywords : Emotion, Learning process, Multi-agent simulation, Serious games
AbstractOne of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpo
[...]
Keywords : Cultural Heritage , Serious game